01-08-2020, 01:37 AM
(This post was last modified: 09-22-2020, 11:41 PM by Alithís Evgenis.)
Alithís Evgenis
[i]dum spiro spero-- while I breathe, i hope
[i]dum spiro spero-- while I breathe, i hope
<<B A C K G R O U N D >>
The group known as Alithís Evgenis was created by many, many generations of the lost and the rogues. The group was founded by several beings throughout the eons, both of the living and the dead. The group was never found in just one place, rather a traveling group of ragtag rogues and loners. The group was put together of those who needed a home, who needed a family, and those who needed a reason. Slowly, throughout time Alithís Evgenis began to grow into a group, with proper rankings, with it's own traditions, and it's own governing rules. As all good things come to an end, a war was started between three factions within the group, and a new sickness ravaged the living. Many died traumatic deaths upon the lands and their bodies were not buried properly. Thus, ghosts were formed, and followed the living. The last surviving descendants of the group ran from the battlefields, haunted by the dead as they desperately sought out a place to spend the rest of their days, and a place to put the information retelling of their group and the events that had transpired in it's history.
Finding a land, the elderly Alithians settled their weary bones and called the current land of Alithís Evgenis their home and resting grounds. Finally at rest, the ghosts settled into the land, and began to drift around, causing mist to cover most of the land, and to protect the dying from the probing eyes of the power-hungry. With time, the last died off, and it once more became the land of the lost. Decades later, a Marauder of The Pitt, Bai Shi, would discover the land of the lost and it's mourning ghosts. Uncovering the land with exploration, they would settle what they could, bringing together buildings into a sturdy and secure shelter with the aid of their wind element. Slowly, they would begin to clear the land and resettle the ghosts, working to store the records away for safe keeping high upon the first hill in an inn, their stories waiting to be told. From the records, they had learned that this land had once belonged to a dying group named Alithís Evgenis and decided to rename this land in the deceased group's honor. Striving to bring life back to these beautiful lost lands, they sent out the call, calling the lost, the lonely and those without reason to this place, to give them a home, to give them a better life. Slow as they may come, all are welcome within Alithís Evgenis regardless of anything, until proven horribly guilty of some crime.
<<T E R R I T O R Y>>
-- <L A N D M A R K S>
The territory(my example) of Alithís Evgenis is mostly made up of rough grasses, heather, bog-like flora, and poor soil. There are woodlands further into the territory, closer to the Mid Lake Towers, and the abandoned village with plenty of arable farmland and pasture between. Due to poor soil conditions, most of the greens found close to the cliffs' edges are scrub-ish and bitter, leading to the denizens working the grounds further inland with variable fields of flowers and fields. Along the ridges of the cliffs, are small clusters of herbs, commonly picked up by the medically inclined and the Practitioners with the Dawn Watch. The lands are filled with hillocks and knolls, mostly to the pleasure of the Alithians. The territory often falls victim to cool summers, and harsh winters, but the group is mostly protected from the strongest of the winter winds in their cliff-face dwellings facing away from the northwest towards the southwest. Due to erosion, much of the original buildings within the land from a long forgotten human colony have fallen into the sea, leaving behind few remarks other than the village, inn and houses set within the cliffs. There had been quite a bit of land that has fallen away from the cliffs, offset by abuse by wind, rain, and snow, as well as the tyrannical winds of ancient storms. It has been found that there had been a large underground settlement, as the houses indicate, some half torn away and exposed to the elements. It is speculated that a large earthquake ruined that land and caused it to fall away to show off the vibrant waterfall and glowworm cave, and the life growing upon a small "island" at the base of the waterfall where a stone arch sits above the maw of a great hollow tree. Said island is inhabited by the Kingpin, and is accessible by flight or by a treacherous path up towards the inn from the thin beach found around the waterfall. The warmer water flowing from the cave and it's inner river causes mist when it crashes into the ocean waters below, often hiding the beginning of the path if it were not for the slight docks with their beacon of light. In most cases where walking the long way wold be a great hassle to the denizens, bridges of rope and wood have been procured with one solid bridge crossing the great chasm between two cliff faces before the waterfall, where some activities are held to be able to see the stars or the great show put on by the spirits and ice reflections in the sky on the eve of the equinox.
The Waterfall -- ref
The waterfall is fed by an underground river from an above-ground river not within the group's territory, and is considerably warmer than other running waters that the group has within it's borders. The waterfall itself feeds into a pool-like formation within the glowworm caves that it thunders out of, and the pool sit relatively still, allowing moss to form within the pool's walls, the moss and growths growing in the light from above, and holding such a glow that it resonates around the water and throws light onto the walls. The waterfall falls down quite a way, pooling around a bunch of land, it's arid waters helping to have grown moss on the cliff-face around it's base, and to grow quite a massive tree that reaches just below it's pillowing mists, muting the small land and den with it's dense mist. The mist from the waterfall extends out towards the ocean, and the only way to tell that there is any land there, is because of the beacon placed upon the docks that face out into the sea. Stones line the mouth of the waterfall to prevent any curious swimmers from a crash to their demise.
The Abandoned Village -- ref
The abandoned village is mostly uninhabited by the living, but does serve as a massive haunting location for the ghosts and spirits of the group. The village is also a prime spot for hunting and fishing as it has it's own docks and platform closer to the water's edge, allowing for prime fishing in good weather. A lot of the houses here show signs of rodent infestation, making it a hot spot for hunting. During the Lunar New Year, the group will come and reside in the biggest of the houses and shacks for one evening or more, to celebrate familial bonds with the living and deceased. The village is occasionally lived in during the winter if the storms attack the cliff-side homes of the group.
The Glowworm Cave -- ref & ref & ref
The glowworm caves are one of the most important and warmest places within the land. The nursery and playing grounds are hidden within this cave at it's very back where a wide expanse of warm sand lines the cave walls and merges with the warm waters. Here there is a sky-hole, allowing sunlight to filter through the mossy ceiling and shine on the sand and rocks there, creating a warm place for the group to converge upon during the storms that crash through in the summer. As such, with the low lighting and warm air and water, this tends to be a communal hang-out area for the group, and also a place where half of the meetings take place, while the other half take place at the Mid Lake Towers. Within the cave there is a wall and board where important notices are posted, as well as job offers and merchant routes. Events may also be posted upon this board, and it is encouraged to often check it.
Mid Lake Towers -- ref
The main meeting place of Alithís Evgenis, and where the biggest ceremonies and events occur. The wedding celebrations are held at the base of the Towers, and celebrated on the Towers' island. Reachable by dingy or by swimming, the Towers are separated from the rest of the land mass due to the lake it resided on the bank of, swelling over the years and covering the former land bridge that had connected it to the land. When an announcement is made, it is made at the Towers and the announcer's voice is carried across the territory, summoning the group to the Towers by it's simple vantage point of being higher than the rest of the land, and thus allowing voices to ring out across the land. The Towers are also the home of the Dawn Watch and the Practitioners, and as such, the Tutors will bring their Trainees here for informational lessons.
Cliff-side Housing -- ref & ref
The cliff-side housing is the main housing of the group, with a majority of the members living here. The houses are sturdy and in good condition, even with some of the windows broken and some houses having fallen away due to erosion. Stalagmites and stalactites guard the path around the cliff-side housing, some having glittering gems buried in the sides of. A board walk has been implemented around the houses, rotten through in spots, but mostly sound and safe, although the wood has grown slick with moss and sea water.
The Inn -- ref
The inn is the biggest building in the territory aside from the Towers, and it holds a great amount of Records about Alithís Evgenis and it's original founders. The inn also acts as an actual inn, being run by whichever Watch is assigned for the week, welcoming travelers, traders and potential new members to the group's lands, where they are fed, given water and extra supplies should it be needed. The inn is perched upon the top of the closest hill to the cliff, a welcoming sight for many a weary traveler. On the trail up to the inn, there are boulders with names inscribed into them, the names of the deceased. On a stone wall before the inn, there is a small notice that names the group and it's history in short form. It also lists the trading routes around Alithís Evgenis and when the groups' events are.
Cherry Blossom Tree -- ref
The giant cherry blossom tree sitting upon the top of the cliff beside the inn, is one of the territory's oldest trees that still stands. The tree normally boasts lanterns and festive decorations, with several small offerings laid at it's roots, even occasionally the rare gift of a book. The lanterns remain lit up throughout the year, but the majority of the lanterns in the territory are added to the tree and the trees down on the coastal beach when the Lunar New Years rolls around. Sometimes used in training Trainees.
Long-ship Wreck -- ref
Mostly a decoration, but an added part of the children's playground come the winter when the coastal waters are frozen over. The old long-ship had long ago crashed and had only been unearthed by erosion and the earthquake that created the land that is now exposed. The ship has it's own ghosts and spirits but they mostly stay with the ship. The waters surrounding the ship are deep and rather fast, but still navigable. Occasionally, a patrol is sent out to the ship to make sure that there are no bandits residing in it's hull.
Coastal Forest -- ref & ref
The coastal forests reside on the same side of the coast as the abandoned village, just on a lower level and closer to the waters. The forest itself is prime hunting ground throughout the year, and the beaches of the forest are often inhabited by seals and other sea creatures come certain times. Occasionally, big carcasses wash up on the beach here, making for a diverse diet in the group. The coastal forest has old board walks and long over-grown paths being retaken by the Alithians, but is one of the most dangerous parts of the group's land. Many legends and stories say that there are beasts within the woods, but none have ever seen more than a glimpse of the mentioned beasts. Most chalk it up to ghost stories, but there is no for sure truth or falsity behind the tales.
<<T R A D I T I O N S>>
-- <R U L E S>
Alithís Evgenis' traditions are rather mixed, brought to the group by the many colorful faces, and from what has been recovered from the first group's records. More traditions may be added to the group, or removed according to what the group has the most interest in. The traditions are more based upon group interaction and inter-family interactions as well. The only traditions required to be upheld are the introduction of children, the initiation of Trainees and the Spring Equinox Celebration.
-- THE RULES
× The Elders eat first, and then the youngest, the sick, and then the rest with the Kingpin and Subalterns last.
× The Elders are the most respected in the group, alongside the spirits. Give up your seat to your elders, they've been here longer and have survived this long - they have earned their rest.
× Murder within the group and other criminal activities are forbidden.
× Do not neglect your responsibility to the group.
× Everyone deserves a fighting chance.
× Respect is given until proven otherwise.
× The truth is important and should be observed at all times.
× The Kingpin and Subalterns may be overruled by the group and Elders if suspected of treason or corruption.
× All fights are to be supervised by the Kingpin, Subalterns or Elders and have a referee.
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×× Promotions will be earned through activity!
×× HPs and sHPs need to have at least one post per month as this is a smaller group atm.
×× BOB rules are at play!
×× IC rules are free to be broken, just laying out the moral code for the group.
THE WEDDINGS
Weddings or completed courtships are a surprisingly big deal within the group. For three days, the group will celebrate the matrimony of a couple and will hold feasts every night. The first night of the celebration has a bonfire, in which the couple dances around, the second night also has a fire, in which the couple will leap over. The third night is when the couple exchanges their vows in the darkest time of the night, and exchange final courtship items, to signify their bond as a married/mated couple. The couple will be freed of any duties that they have within the following three days, to allow the couple time to settle into their chosen home, to arrange things with their families, and to just spend time to themselves. Each couple is encouraged to choose a flower to represent their future family, or their current family. Each family and their flower will be added to the Records, and the families that share a flower with the deceased are requested to lay the shared flower upon the roots of the cherry tree in a peaceful offer of kinship and friendship.
THE INTRODUCTION OF CHILDREN
Children are to be brought to the sandy bank within the glow worm cave, for their first meeting with the group. The child is introduced to the group when the child's eyes are open and they can first speak. The parents name each of their children before the rest of Alithís Evgenis, where each child's name will be echoed by those observing. The parents may ask for Tutors to step forward and promise their tutelage for when the child turns six months old, to teach the child of the ways of the living, and the dead. Each child is given a special token by the Elders, and the token is carried with the child until they reach their apprenticeship and the tokens are laid to rest in the abandoned village, an offering to the spirits running amok in the land. Upon the child's birth into the group, or formal introduction, a blessing is placed upon them by the Kingpin and Elders.
THE TUTOR/TRAINEE INITIATION
The Tutor is called forward at the child's introduction to the group, and six months later, the Tutor will take their Trainee-to-be to the inn atop the cliffs. There, the Tutor will bring a prey animal and release it into the main courtyard of the inn. The Trainee-to-be must catch the animal without their Tutor's assistance, only the verbal guidance. This demonstrates the strength of the bond between Tutor and Trainee. Depending on the strength of the bond, the Trainee is suggested a path within the group: A Defender, A Practitioner, A Recorder, or A Grappler. According to each path, the Defender works to either become the Defender of the Night Watch or a regular Night Watch member, the Recorder works to become the Recorder of the Dawn Watch or a regular Dawn Watch member, the Practitioner works to become the Practitioner of the Dawn Watch or a regular Dawn Watch member, and the Grappler works to either become the Grappler of the Mid Watch, or a regular Mid Watch member. The Trainee will work with their Tutor, or another's, often switching out when the Trainee needs a better look at how certain techniques work. The whole group works together to Tutor a Trainee when a Trainee requires more than one Tutor. When the Trainee finishes their apprenticeship, they must make a trip to the Mid Lake Towers in a race with many obstacles and challenges laid out before them. To succeed, they must stay loyal to their group and use all of their tutoring to their advantage. At the Mid Lake Towers, the Trainees will gather and recover, upon which a meeting will take place, welcoming the Trainees into the group as fully fledged members and as part of their path's members.
SPRING EQUINOX & CHAMPIONSHIPS
When the spring equinox comes around in the middle of March, Alithís Evgenis holds a grand celebration, inviting others to celebrate with them. The winter on the coast is rough and harsh, with the waterfall often freezing and the glowworm caves' river nearly freezing over, which in turn makes it hard to hunt. When the equinox comes around, migratory birds begin to fly over the land that Alithís Evgenis calls home, which in turn brings prey from their burrows to greet the beginning of spring. The entirety of the group set out to hunt and fill the bellies of their own, and send out invites to a great feast and a championship.
-- Throughout the winter, the young Alithians have been honing their skills and hunting on the ice flows nearby, and are more than eager to show off to whomever may come to the jolly celebration. The championship creates a great opportunity for the group to mingle with others and start up trading partnerships and merchant routes. It also allows the group to demonstrate it's hosting skills, and to show off it's wares and beautiful land to those who come. Consequently, on the evening of the championship and equinox, the spirits awaken in a brilliant show of lights in the sky, bringing a happy mood to those who live within the land. The championships boast the opportunity of not only showing off the skills necessary to impress one's special someone, but to make friends and foes, all in a playful manner. Alithians set up a great obstacle course across their territory, races, cook-offs, swimming matches, crafting show-offs and a vendor's hall. Teams are formed, made up of those willing to participate, and the teams compete mainly for the spirit of it all, and for a few precious medals crafted from metals deep within the glow caves.
FUNERALS & THE LUNAR NEW YEAR
The dead and the elderly are greatly appreciated within Alithís Evgenis, and not just because the spirits have the ability to make the living world a hell like none other. The dead have many stories to tell the living, and their spirits are trapped within the lands due to bad burial practice. In Alithís Evgenis, the body is either set out to sea on a blazing pyre with the dead's belongings, or the body is bundled high up in the territories trees to allow the spirit of the body to escape the land it's brethren are stuck within. Most spirits are free to travel this way, and are not bound to the lands. Once the body has been in the tree for a month, it is brought down and sent out to sea with a secondary funeral of the closest family to the deceased attending alone except for one of the Dawn Watch, preferably the Recorder to oversee.
-- The Lunar New Year is celebrated around the end of January, to the beginning of February, and follows the traditions of holding a great feast with each family attending named and celebrated with a story told by each family head or chosen family member, scarlet decorations hung about the territory with lanterns hung in the great cherry tree upon the top of the cliff closest to the sea with fruit offerings made at the base, the gifting of food or item to others within the group as a sign of good fortune and gratitude among the members, the loud musical celebration taking place in the deepest part of the night on the chosen evening, and burning incense at the High Lake Towers. The spirits of the dead are visited, and a parade of lights takes place in the abandoned village, where the group will take residence for the evening, serving drinks and food to all there, sharing stories and tales, often accompanied by plays and play-fights between the members, allowing for a relaxing yet intense evening of celebration. Families are given tokens of jade necklaces by the Kingpin or the Subalterns on this evening, a blessing and a sign of gratitude to the families. Each year, the given token may change.
<<R A N K I N G - S Y S T E M>>
-- <R E L A T I O N S - T O - O T H E R - G R O U P S>
The ranks of Alithís Evgenis are a little bit different. There is one set leader with two seconds, and from there, there are four groups with a head or guild-head so to speak at the head of them. after that, are elders and regular members of the group. High positions belong to the Kingpin and the two Subalterns, semi high positions belong to the Recorder of the Dawn Watch, the Practitioner of the Dawn Watch, the Defender of the Night Watch and the Grappler of the Mid Watch. Middle high positions belong to the Elders, essentially just a bit of influence with a title, and regular positions go to the Alithians that have not taken a path, have a path (their title from their path is added), are in training, and the newcomers.
RELATIONS TO OTHER GROUPS::
Allies - Palmclan
Neutrals - Open
Enemies - Open
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KINGPIN -- played by teef (bai shi)
The Kingpin is the head of the group, otherwise known as the leader and handles the majority of the meetings and the announcements within the group, but relies on their two Subalterns to aid them where they need the help the most. As such, the Kingpin is responsible for the majority choices of the group and acts accordingly, usually the first to step into battle before ordering their group-members to fight. The Kingpin sends out orders to most of the group, and designates the Watches to their patrol paths. The figurative and literal head of the group. They promote and name those worthy of their next rank and handle demotions. The Kingpin usually resides at the base of the waterfall on the small island in the great hollow tree.
SUBALTERNS -- played by USER (CHARACTER)
The Subalterns are responsible for making sure that the Kingpin's orders are not cruel, too burdening or such. The Subalterns are capable of holding meetings, and usually act as ambassadors to other groups. They step up for the Kingpin when the Kingpin is unable to take care of their duties. The Subalterns are usually picked by the Kingpin with the approval of the Elders and Alithís Evgenis, and have a special ceremony where they are given their ranks.
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RECORDER -- played by USER (CHARACTER)
The Recorder is the head information keeper of the group, and the main keeper of traditions, usually hosting ceremonies and events with the Elders and Subalterns. Head of the Dawn Watch with the Practitioner, usually teaches the Trainees what must be known from the books, and teaches the Alithians how to read and write, teaches them of geography and manners. The Dawn Watch's Recorder is also responsibly for setting out the first patrols of the day from early morning to late morning during wartime.
PRACTITIONER -- played by ollala (malak)
The Practitioner is the head medic of the group, and the main keeper of herbal knowledge as well as chemical compound knowledge. The Practitioner is responsible for healing and bandaging up the injuries of the group, and for teaching it's denizens knowledge to heal minor injuries and such. They are the other Head of the Dawn Watch with the Recorder, and usually guard the groups Records in the Inn.
DEFENDER -- played by USER (CHARACTER)
The Defender is the head of the Night Watch and is responsible for the defense of Alithís Evgenis. They teach the Alithians how to defend themselves in battle, and lead the evening patrols even without it being during war time. They generally set out patrols throughout the day, but the Defender leads the night patrol alone as the head of the Night Watch. They hold competitions and spars throughout the group and extend invites to other groups when the time is right.
GRAPPLER -- played by USER (CHARACTER)
The Grappler is the head of the Mid Watch and is responsible for teaching Alithís Evgenis' members how to fight in battle and to fight in hunting. Hunting and combat all fall under the Grappler's responsibility to teach, as well as navigating. The Grappler usually sends out patrols during wartime in the middle of the day, but most of the time, the Grappler leads a hunting patrol through the coastal forest. The Mid Watch is usually assigned to the Inn most of the time, due to being the slightest of foot and the most nimble members. The Grappler's den usually is found in the Inn or in the courtyard wall.
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ELDERS -- played by USER (CHARACTER)
These are the eldest members in the group, or the most respected aside from age, and do not carry much power but are in charge of holding ceremonies and giving children their special tokens and blessings. The elders do occasionally hold meetings within the group, mainly to decide on smaller things, voting-type meetings, really.
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ALITHIANS -- played by everyone
The rank of Alithian goes to every regular member of the group, regardless of them being a child, a newcomer, a Trainee, a Tutor, or a Watch member. This is the basic rank given to everyone, regardless of anything else. They do the basic duties within Alithís Evgenis and help to look after the group in fighting, defending, and trading. Pretty self explanatory.
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